System and method for dynamic generation and integration of interactive textual video game content

ABSTRACT

An adaptive video game system and method includes a game server linked to various game clients. A game client executes a user-selected game program, each of one or more selectable game programs comprising specified gameplay objects programmed to interact with dynamic text objects, and further obtains text strings (e.g., constituent letters, words, and phrases) associated with user-defined text sources. The game client dynamically applies text objects generated via a first set of rules associated at least with the selected game program and based on the obtained text strings, to interact with the specified gameplay objects via a second set of rules associated at least with the selected game program. Video game users accordingly may solve presented challenges according with both internally defined video game rules and integrated text strings of externally obtained written works. User performance may be monitored and analyzed for determination of written work retention, user improvement, etc.

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the reproduction of the patent document or the patentdisclosure, as it appears in the U.S. Patent and Trademark Office patentfile or records, but otherwise reserves all copyright rights whatsoever.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application claims benefit of U.S. Provisional Patent ApplicationNo. 62/742,409, filed Oct. 7, 2018, and which is hereby incorporated byreference.

BACKGROUND

The present invention relates to a video game system and method whichdynamically modifies the content and gameplay of video games using aselection of text from one or more separate textual works.

Many video games incorporate portions of texts or written works as thebasis for portions of gameplay, such as the inclusion of written poeticworks or musical lyrics. Traditionally, these textual incorporationshave been based upon the game developer or programmer selecting a set ofpredetermined written works for reference. For example, video gamedevelopers may choose to include specific poems, lyrics, journalentries, news articles, or other intentionally selected material forpurposes of display to the game user and the user's potentialinteraction therewith.

This traditional method of inclusion requires the game developer tointentionally pre-select which textual works should be included for usewithin the video game and program any interactive components around thepre-selected text. For example, in many musical video games, the gamedeveloper may select songs with certain lyrics and program beats, notes,graphics, sounds, and expected user input. A user may, for example, beexpected and prompted to sing lyrics or tap a button in time with therhythm of the lyrics, but inclusion of such lyrics must be intentionallyprogrammed with respect to the textual elements. The rules andprocedures of the game with respect to the textual elements are definedin advance within the programming so that the content displayed inrelation to the pre-selected text is also pre-defined in accordance withthe text.

What is currently missing from the field is the ability to dynamicallyintegrate textual materials from multiple sources absent pre-selectedrule generation pursuant to the text.

BRIEF SUMMARY

The present invention described herein fills this void by dynamically,or upon user action, creating game content and gameplay derived from oneor more text sources in accordance with rulesets defined for one or moregame systems. As opposed to requiring discrete input of text into thedata store and queuing and reference thereof, the present inventionpermits a game system to pull, aggregate, modify, and integrate textfrom a plurality of sources absent a text-specific ruleset. Further, invarious embodiments, users may be able to create individual gameexperiences based upon user-specified inclusion of defined or undefinedtext not necessarily limited to the game brand. For example, a user maybe able to input Shakespearian sonnets into a music game or song lyricsinto a word puzzle game.

Exemplary systems or methods according to the present disclosure providefor selection or input of one or more written materials such as scripts,advertisements, text messages, lyrics, and the like; dynamic andon-demand adaptation of the text to one or more rulesets for one or morevideo game experiences; dynamic generation of video game content andgameplay derived from a portion of the text; and presentation ofinteractive video game content involving the text with which a videogame user can interact in accordance with the game ruleset.

An embodiment of a system as disclosed herein includes a communicativelyenabled client-server network architecture including a game server forhosting of the game and associated controlling logic, a game client forthe rendering of the game and associated controlling logic, one or morecommunicatively connected databases containing a plurality of writtenworks and associated information material, and a communications networkconnecting said architectural components. The game client may be hostedupon a communicatively connected user device such as a cell phone ornetwork-accessible game console. Generally, in accordance with thepresently described embodiment, a user may be able to request and/orselect a written work and associated content from the communicativelyconnected databases. This content may be referenced by the game serverand/or game client and integrated in accordance with the controllinglogic thereof and, accordingly, adaptively integrated into the gamecontent to be rendered via the game client for display upon the userdevice. The work to be integrated may be hosted upon third-partydatabases such that users may search and query for textual materials nototherwise associated with or stored in reference to the game or gamescontemplated by the game server or client.

A user may select via the game client a written work from acommunicatively connected database. For example, a user may be able toselect textual content derived from integrated works, Internet-hostedworks, e-books, lyric databases, online libraries, and/or user-inputtedtext. In an embodiment, the user selection may be computer-assisted,such as where a user plays a portion of a song, the audio thereofreceived by microphone hardware communicatively connected to the gameclient, whereby audio processing algorithms determine the identity ofthe song being played and fetch from a third-party source the textualcomponents and associated materials thereof.

Upon a user's query or selection to include one or more works, the gameclient may relay the user's selection and the associated work to thegame server, including one or more portions of the work. In anembodiment, the game server may compare the user request against aninternal database to determine whether a copy of the requested workexists thereupon; if not, the game server may retrieve a copy of therequested work from the one or more communicatively connected databases.In an embodiment, the game server may compare and integrate multiplesources for the work, such as by locally downloading lyrics from onedatabase and associated audio from another database.

In accordance with the associated controlling logic, the game server mayintegrate the retrieved work and associated materials in accordance withthe game rules. In an embodiment, the game server may selectively breakdown a body of text for a work into one or more text strings, the one ormore text strings to be used as interactive content in accordance withthe game rules. For example, the game server may break down writtenworks into stanzas, paragraphs, lines, phrases, words, syllables,sounds, characters, letters, and the like.

The game server may send to the game client the one or more associatedtext strings to be used in accordance with the controlling logic of thegame server and/or game client, thereby instruction or permitting thegame to use one or more of the text strings in association with the gamerulesets. In various embodiments, the game client and game server mayfurther include associated content with the various text strings, suchas sound clips associated with the words, metadata, copyrightinformation, attribution, permissions, and the like. The game client maythen generate dynamic game content including the one or more providedtext strings for user-based interaction. For example, the user may berequired to type the letters associated with a text string, perform anin-game function for unlocking or linking text strings, inputtinginformation in accordance with ordered text strings, and the like.Specifically, this may include, as an example, matching, connecting,sliding, tapping, shooting, or otherwise interacting with graphical userelements associated with one or more text strings or components of textstrings such that proper interaction in accordance with the video gameruleset is compared with desired results and associated userfeedback—for example, scoring a user's accuracy in stringing togethertext string components or scoring a user's rhythm, pitch, andannunciation of a lyrical text string.

In an embodiment, an adaptive video game system as disclosed hereincomprises a game server operably linked via a communications network toa game client residing on a user computing device. The game client isconfigured to execute a game program selected by a user from one or moregame programs, each of the one or more game programs comprisingspecified gameplay objects programmed to interact one or more dynamictext objects, and further to obtain at least one or more text stringsassociated with a user-defined text source. The game client thendynamically applies one or more text objects as generated via a firstset of rules associated at least with the selected game program andbased on the obtained one or more text strings, to interact with thespecified gameplay objects via a second set of rules associated at leastwith the selected game program.

In a related embodiment, the text source may comprise a messagedelivered from a first user to a second user via a message server,wherein the game client resides on the user computing device associatedwith the second user and executes a game program selected by the seconduser to interact with the one or more text objects generated from the atleast one or more text strings obtained from the message.

In another related embodiment, a first user-defined text source isselectable via the game client with respect to at least a first set ofone or more iterations of the game program, and a second user-definedtext source comprises at least a first advertisement selected from an adcampaign associated with an ad server. The game client may execute atleast a second set of one or more iterations of the selected gameprogram to interact with one or more text objects generated from atleast one or more text strings obtained from the at least firstadvertisement.

In another related embodiment, an ad client may enable selection by anassociated user of one or more advertisements associated with the adcampaign. The ad campaign may be executed in association with at leastone of the one or more game programs further in view of one or more gameplayer profile parameters.

In another related embodiment, either or both of the game server and thegame client may determine the at least first advertisement from the adcampaign based on an identified one or more game player profileparameters associated a profile of the game player user associated withthe user computing device upon which the game client resides.

In another related embodiment, the game client may receive ambient sounddata in real time from an audio receiver associated with the usercomputing device. The ambient sound data may be associated with adefined trigger for one or more advertisements of the ad campaign,wherein the game client executes the at least second set of one or moreiterations of the selected game program to interact with one or moretext objects generated from at least one or more text strings obtainedfrom the at one or more advertisements associated with the receivedambient sound data.

In another related embodiment, the game client may dynamically apply,via the second set of rules associated at least with the selected gameprogram, audio elements associated with the text source in time relationwith corresponding elements of the generated one or more text objects.

In another related embodiment, each of the text objects may be parsedinto a plurality of sub-text objects, wherein the game client enablesthe user to interact with the plurality of sub-text objects to arrive atthe corresponding text objects during a game.

In another related embodiment, the game client enables the user toprovide the user-defined text source via one or more of an online searchengine and a list of available text sources corresponding to an onlinedatabase linked to the game server.

In another related embodiment, the text source is defined by sampling anaudio recording and the game server may convert audio data receivedtherefrom into the one or more text strings. Alternatively, the gameserver may identify one or more text strings associated with the audiorecording.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a block diagram representing an embodiment of a system foron-demand, dynamic generation and integration of interactive textualvideo game content.

FIG. 2 is a flow diagram representing an embodiment of a process forgenerating and integrating dynamic textual materials into video gamecontent display and interaction therewith as implemented by the systemof FIG. 1.

FIG. 3 is a block diagram representing an embodiment of a system forintegrating advertising text into the dynamic video game content inaccordance with the system of FIG. 1 and method or FIG. 2 and measuringuser response thereto.

FIG. 4 is a figurative diagram representing an exemplary graphical userinterface for a matching game incorporating dynamic textual content inaccordance with the present invention.

FIG. 5 is a figurative diagram representing an exemplary graphical userinterface for a bubble shooter game incorporating dynamic textualcontent in accordance with the present invention

FIG. 6 is a figurative diagram representing an exemplary graphical userinterface for a word-find game incorporating dynamic textual content inaccordance with the present invention.

FIG. 7 is a figurative diagram representing an exemplary graphical userinterface for a top-down shooter game incorporating dynamic textualcontent in accordance with the present invention.

DETAILED DESCRIPTION

Referring generally to FIGS. 1-7, various exemplary embodiments of aninvention may now be described in detail. Where the various figures maydescribe embodiments sharing various common elements and features withother embodiments, similar elements and features are given the samereference numerals and redundant description thereof may be omittedbelow.

In one aspect as disclosed herein, embodiments of a hosted system ormethod may take the form of a video game server and application asdelivered via a computer application, console application, mobile deviceapplication, website, or the like.

A conventional embodiment of the systems and methods as disclosed hereinmay include a video game application executed on a user-based hardwaredevice that is communicatively connected to a game server, the gameserver further connected to one or more databases of written works, thewritten works comprising at least text and optionally additionalassociated information (e.g. author, title, meter, rhythm, pitch, audio,video, images, metadata, copyright information, permissions, albumcover, volume, publication information, and the like). A user may query,or in alternative embodiment enter, written works via the gameapplication for inclusion. In an alternative embodiment, a third-partyuser may specify the written works to be included in accordance withuser-associated advertising text.

The system may then retrieve the text and associated information of awritten work from the one or more communicatively connected databases,break down the text into one or more text strings, break down the textstrings into associated string objects, and associate the one or moretext strings and string objects with graphical elements or game objectsof one or more video games associated with the game server and/or videogame application. In various embodiments, the associated information mayadditionally be broken down by the system pursuant to the game logic,such that the presentation of string objects and text strings is inaccordance with the associated information for each text string orstring object element. For example, a text string comprising a portionof a song lyric may be associated and presented along with additionalinformation such as name of the song, author, album cover, publicationinformation, audio snippet, and the like, whereby the user is able tosee and hear the associated audiovisual information upon presentation ofthe text string with the game and pursuant to the game rules and logic.

In various embodiments, the system may further monitor user performancewith respect to the one or more text strings via the video game anddetermine associative performance information therefrom. For example,the game server may determine that a user has completed a text stringassociated with an advertisement and, accordingly, prevent the displayof that text string for a subsequent period of time. In a furtherembodiment, the game server may determine performance metrics inassociation with the one or more text strings that are of interest toadvertisers, such as, for example, determining that users are morelikely to interact with advertisement A as opposed to advertisement B,thereby permitting A/B testing in a video game environment.

Referring first to FIG. 1, an exemplary embodiment of a system 100 foron-demand, dynamic generation and integration of interactive textualvideo game content as disclosed herein may include a game server 101comprising instructional data 102 for the processing of written worksinto text strings, the one or more text strings comprising stringobjects, into one or more video game applications. The game server 101may be operatively connected to a communications network 103 and, viathe communications network 103, communicatively connected to one or morewritten work databases 104. The written work databases 104 may invarious embodiments comprise a plurality of third-party databases suchas lyrics websites, libraries, media servers, and the like. In anembodiment, the written work databases 104 may additionally includefirst-party databases, wherein the game server 101, per theinstructional data 102, copies written works from non-first-partydatabases to the first party database.

The game server 101 is configured and informed via the instructionaldata 102, as well as, in certain embodiments, user-provided information,to query the one or more written work databases 104 for written works,process the written works into one or more component text strings (e.g.phrases), further process the text strings into component text elements(e.g. words and/or letters), and configure such text strings and textelements into informational components for association with video gameobjects.

The game server 101 may further be communicatively connected to a userdevice 105 hosting one or more video game clients 106, the video gameclient 106 further comprising video game logic 107. The video gameclient 106 may be configured in accordance with the game logic 107 toreceive text strings from the game server 101 as determined from the oneor more written works in association with the written work servers 104and to integrate said text strings and string objects with one or moreobjectives of a video game hosted upon the game client 106. The gamelogic 107 may instruct the game client 106 to implement one or more ofthe received text strings into the ruleset of the associated game,whereby a user 108 is prompted via the game client 106 to provideinteractive feedback using the user device 105 and associated inputsthereto. For example, the game client 106 may display upon a screen onthe user device 105 a text string and text objects that are associatedwith game objects, such that the user must interact with the gameobjects and associated text objects pursuant to the rules of the game tosolve the text string.

In one embodiment, the user 108 associated with the user device 105 mayquery the game server 101 via the game client 106 for one or morewritten works to be included in the respective video game the user isplaying or intends to play upon the game client 106.

Referring next to FIG. 2, an exemplary method 200 as disclosed hereinfor generating and integrating dynamic textual materials into video gamecontent display and interaction therewith may be described in part or inwhole as follows. The method 200 may begin at a first step S201 whereina user queries for the inclusion of a written work. In an embodiment, auser may initiate a search via an application, such as a video game, fora certain written work. For example, a user may search for the title,artist, album, etc. of a piece of music; may search by speaking the textof the written work into a microphone upon a game client; may identify awritten work via API instructions (e.g. by “sharing” the written workwith the game client via a communicatively connected third-partysystem); etc.

In step S202, the system identifies the queried written work andretrieves the written work, including the text and associatedinformation thereof, from one or more communicatively connected writtenwork databases. In an embodiment, the system may retrieve written workinformation from multiple databases and aggregate the information. Inanother embodiment, where multiple iterations of the written work orinformation thereof exist, the system may query the user for additionalinformation. For example, a user may request the written work, TheCanterbury Tales, and the system identifies 410 iterations of 23published copies. In said example, the system determines four iterationsof the written work have the highest match, citation, and popularityrate, including two versions of the original text in Middle English andtwo different modern translations licensed for use; the system querieswhich version the user wants, and, upon user specification, identifiesthe associated iterations and aggregates the written work informationfrom those iterative sources (e.g. text from Amazon, manuscript imagesfrom The British Library, information from Wikipedia, synopsis fromSparknotes, etc.).

In step S203, the system breaks down the written work text into one ormore text strings, and the one or more text strings into one or morestring elements. Continuing the example above, the system may break downthe text of The Canterbury Tales into chapters, stanzas, and lines(lines being text strings), each line comprising words and letters (eacha string element): e.g., a text string “Whan that Aprille with hisshoures sote” wherein each word and letter of each word is defined as anassociated string element.

In step S204, the system integrates the text string and string elementsinto a video game in accordance with integration instructions and videogame logic. In an embodiment, the system may associate the text stringand string elements with variable components of the video game. Forexample, string elements may be associated with collectible coins forthe user to collect in a video game, the collection of all of the coinsthereby unlocking the text string and resulting in a desired video gameoutcome. In an embodiment, the video game ruleset may be modified inaccordance with the text string and/or string elements, such as, forexample, changing in-game objects in association with the text stringand/or string elements. For example, a calendar-based puzzle within thevideo game may be modified to require the identification of the month ofApril in association with string elements obtained from The CanterburyTales text, whereas the solution for the same in-game puzzle may beSeptember for string elements derived from the text of the Earth, Wind,and Fire song, “September.”

In step S205, the system presents the video game to the user with theassociated text strings and string elements for dynamic user interactionvia the video game graphical user interface and/or user experience. Forexample, the user may be required to complete missing words or lettersbased upon the video game rules (e.g. collecting items, sliding tiles,entering letters, matching elements, etc.).

In an optional step S206, the system may further monitor userperformance in association with the presentation of the text stringsand/or string elements within the video game and provide analytics inassociation with said performance. For example, the system may monitorfor popularity of certain text strings and associated written works,speed of completion, accuracy, retention, and the like. In anembodiment, such information may be viewable by the performing user orother users in a report. For example, such information may be deemedparticularly useful for advertisers associated with written workspursuant to ad text, slogans, trademarks, and the like.

Referring next to FIG. 3 an exemplary embodiment of a system 300 forintegrating advertising text into the dynamic video game content asdisclosed herein may be interpreted in accordance with the system andmethod of FIGS. 1 and 2, respectively. The system 300 may include thegame server 101, user device 105, and video game client 106 of system100, wherein the game server 101, user device 105, and video game client106 are further communicatively connected to an ad server 301. In anembodiment, the ad server 301 may be identified as a written workdatabase 104. The ad server 301 may further be associated with an adclient 302, whereby the ad client 302 defines ad content and adparameters as written works to be used by the system 100. For example,the ad server 301 may comprise a plurality of ads including, per one adclient 302, an advertisement for sports drinks with specifiedadvertising parameters. The game server 101 and/or video game client 106may factor in ad parameters when selecting written work content from thead server 301, such that advertisements are matched in accordance withadvertising parameter instructions to preferable game users 108. Forexample, the game server 101 may select the sports drink advertisementfor display in a competitive shooter video game where the sports drinkadvertising parameters match with the competitive shooter video game.Matching may be determined in accordance with game-ad fit (e.g.,matching written works with videographic content with videographiccapable video game), demographic-ad fit (e.g., game popular among womenages 39-45, ad targeted to similar demographic) or user-ad fit (e.g.,user specified as 24-year-old competitive male who has not seen the adwithin past 30 days and ad targeted is towards same). In an embodiment,the ad server may respond to an ad request from the game server withrespect to a given advertisement by returning ad content that is in thequeue to be delivered next, based on various criteria such as userdemographics, user location, and price for the ad. For example, anadvertiser may designate one or more particular ads to be implemented inassociation with a particular location, wherein upon the user beingidentified in proximity with the particular location the system triggersthe ad to be retrieved for implementation at that time or at a suitablelater time when for example an appropriate game is executed.

The ad server 301 may further be configured to monitor ad performance,such as in accordance with step 206 of method 200, for determiningadvertising viewership and interaction. In an embodiment, advertisers303 associated with ad clients 302 may view the ad performancestatistics determined in accordance with the ad client 302 for thespecific advertising campaigns as well as to configure and manage the adcontent and parameters via the ad client 302.

Referring now to FIG. 4, an exemplary embodiment of a matching game inaccordance with the present invention is now described. A traditionalitem matching game may be provided to a user for the matching of likeitems, such as by shifting and/or swapping game object to align, group,or otherwise associate like game objects 401. In an embodiment of thegame implementing the system and methods described herein, thetraditional matching game ruleset may further be augmented with theinclusion of text string matching elements, such as like shapes or likecolors. Specifically, a text string 402 determined in accordance withmethod 200 may be integrated into the user interface and partiallycensored or obfuscated, prompting the user to complete the censored ormissing string objects 403. In an embodiment, the string objects 403 mayfurther be associated and displayed in accordance with one or morerespective game objects 401, whereby user input and solution of the gameobjects in accordance with the matching game ruleset results in thecompletion of the associated obfuscated string objects 403. Accordingly,a user may complete a level upon successful completion of the textstring 402 by solving all game objects 401 associated with a missingstring object 403. Other integrations into rulesets may apply, such thatcertain string object 403 solution or text string 402 completion resultsin, for example, a score multiplier or an achievement. In variousembodiments, metagame rulesets may be applied such that completion ofmissing string objects 403 or text strings 402 across one or more gamesmay result in a game action, such as a score multiplier or achievement.For example, in one such embodiment, a user may unlock an achievementfor completing across multiple games one-hundred text strings 402wherein the text strings 402 or string objects 403 or combinationsthereof are associated with fruits (i.e. “apple of my eye,” “orange andpurple,” “seedy-lookin' individual,” “go find your own tree,” etc.).

Referring now to FIG. 5, an exemplary embodiment of a bubble shootergame in accordance with the present invention is now described and maybe referentially compared to FIG. 4 with respect to the inclusion andrelation of game objects 401, text strings 402, and string objects 403.Traditional bubble shooter games generally involve a physics-basedpuzzle for launching a specific game object 501 in a manner wherein thespecific game object 501 is ultimately placed physically proximate tolike game objects 401. In accordance with the present invention, thegame may overlay or otherwise integrate string objects 403 inassociation with a text string 402 to be completed in accordance withthe bubble shooter game ruleset. In this embodiment, the matching of thespecific game object 501 to the associated like game objects 401 mayresult in the completion of the associated string object 403 tode-obfuscate the associated element in the text string 402. For example,successfully matching the diamond shapes may result in the string object403 “G” to be slotted into the associated sixth element of the textstring 402, forming the word “losing.” Other embodiments of bubbleshooter-type text integration may be contemplated, such as including thestring object 403 on the specific game object 501 as opposed to thetargeted game objects 401.

Referring now to FIG. 6, an exemplary embodiment of a word-find game inaccordance with the present invention is now described and may begenerally compared to FIGS. 4 and 5 with respect to the inclusion andrelation of game objects 401, text strings 402, and string objects 403.Traditional word-find games may take various forms including wordsearches or, as is presently described, a sliding tile game whereby auser must create words from combinations of sliding tiles. In accordancewith the present invention, words 601 may be generally contemplated astext strings 402 or, in certain embodiments, string objects 403, whereineach tile is a game object 401 comprising a string object 403 in theform of a letter. The matching of related letters into an associatedword 601 solves a text string 402. Accordingly, in the presentinterface, matching a linear sequence of letters B-E-F-O-R-E creates oneassociated word 601(a) “before,” solving text string 602(a), andreconfiguring the linear sequence of letter to T-H-A-T-'-S createsanother associated word “That's,” solving text string 602(b). In anembodiment, a user may be scored on their successful completion of allor a portion of the presented text strings 402. In another embodiment, auser may be prompted to match the solved word 601 with the associatedtext string 402, such as matching 601(a) to 602(a), 601(b) to 602(b),and so forth.

Referring now to FIG. 7, an exemplary embodiment of a top-down shootergame in accordance with the present invention is now described and maybe generally compared to FIGS. 4, 5, and 6 with respect to the inclusionand relation of game objects 401, text strings 402, and string objects403. In the present embodiment, a user-controlled avatar 701 targets andshoots various game objects 401, wherein certain game objects 401 areassociated with string objects 403. Upon successful targeting andshooting of a string object 403, the game may complete, de-obfuscate, orotherwise progress the completed display of a text string 402. In anembodiment, the user may be required to target and destroy the gameobjects 401 in order that the associated string objects 403 appear. Inanother embodiment, the user's destruction of a game object 401 mayresult in the creation of one or more subsequent game objects 401, eachassociated with one or more string objects 403. For example, a user maytarget and destroy an asteroid game object 401 associated with thestring object 403 “STRAIGHT,” whereby the asteroid breaks into new gameobjects 401 associated with new string objects 403: “STR”, “AIG,” and“HT;” similarly, the subsequent destruction of each of those gameobjects 401 may result in game and string objects for each letter, “S”,“T”, “R”, “A”, “I”, “G”, “H”, and “T”, and subsequent destruction ofthose elemental game objects completing the letters of the associatedtext string.

Still other game types may be contemplated in various alternativeembodiments, such as card games, memory games, arcade games, platforminggames, puzzle games, RPGs, and other such games comprising game objectswith which string objects and text strings may be associated in mannerswhere users may intentionally and selectively interact with gameobjects, thereby dynamically triggering actions (such as de-obfuscation)between associated string objects and one or more text strings.

Depending on the embodiment, certain acts, events, or functions of anyof the algorithms described herein can be performed in a differentsequence, can be added, merged, or left out altogether (e.g., not alldescribed acts or events are necessary for the practice of thealgorithm) Moreover, in certain embodiments, acts or events can beperformed concurrently, e.g., through multi-threaded processing,interrupt processing, or multiple processors or processor cores or onother parallel architectures, rather than sequentially.

Various illustrative logical blocks, modules, and algorithm stepsdescribed in connection with the embodiments disclosed herein can beimplemented as electronic hardware, computer software, or combinationsof both. To clearly illustrate this interchangeability of hardware andsoftware, various illustrative components, blocks, modules, and stepshave been described above generally in terms of their functionality.Whether such functionality is implemented as hardware or softwaredepends upon the particular application and design constraints imposedon the overall system. The described functionality can be implemented invarying ways for each particular application, but such implementationdecisions should not be interpreted as causing a departure from thescope of the disclosure.

Various illustrative logical blocks and modules described in connectionwith the embodiments disclosed herein can be implemented or performed bya machine, such as a general purpose processor, a digital signalprocessor (DSP), an application specific integrated circuit (ASIC), afield programmable gate array (FPGA) or other programmable logic device,discrete gate or transistor logic, discrete hardware components, or anycombination thereof designed to perform the functions described herein.A general-purpose processor can be a microprocessor, but in thealternative, the processor can be a controller, microcontroller, orstate machine, combinations of the same, or the like. A processor canalso be implemented as a combination of computing devices, e.g., acombination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration.

Various steps of a method, process, or algorithm described in connectionwith the embodiments disclosed herein can be embodied directly inhardware, in a software module executed by a processor, or in acombination of the two. A software module can reside in RAM memory,flash memory, ROM memory, EPROM memory, EEPROM memory, registers, harddisk, a removable disk, a CD-ROM, or any other form of computer-readablemedium known in the art. An exemplary computer-readable medium can becoupled to the processor such that the processor can read informationfrom, and write information to, the memory/Page 21 of 30 storage medium.In the alternative, the medium can be integral to the processor. Theprocessor and the medium can reside in an ASIC. The ASIC can reside in auser terminal. In the alternative, the processor and the medium canreside as discrete components in a user terminal.

The term “user interface” as used herein may unless otherwise statedinclude any input-output module with respect to the hosted serverincluding but not limited to video game interfaces; web portals, such asindividual web pages or those collectively defining a hosted website;mobile applications; desktop applications; telephony interfaces such asinteractive voice response (IVR); and the like. Such interfaces may in abroader sense include pop-ups or links to third party websites for thepurpose of further accessing and/or integrating associated materials,data or program functions via the hosted system and in accordance withmethods of the present invention.

The term “communications network” as used herein with respect to datacommunication between two or more parties or otherwise betweencommunications network interfaces associated with two or more partiesmay refer to any one of, or a combination of any two or more of,telecommunications networks (whether wired, wireless, cellular or thelike), a global network such as the Internet, local networks, networklinks, Internet Service Providers (ISP's), and intermediatecommunication interfaces.

Conditional language used herein, such as, among others, “can,” “might,”“may,” “e.g.,” and the like, unless specifically stated otherwise, orotherwise understood within the context as used, is generally intendedto convey that certain embodiments include, while other embodiments donot include, certain features, elements and/or states. Thus, suchconditional language is not generally intended to imply that features,elements and/or states are in any way required for one or moreembodiments or that one or more embodiments necessarily include logicfor deciding, with or without author input or prompting, whether thesefeatures, elements and/or states are included or are to be performed inany particular embodiment.

The previous detailed description has been provided for the purposes ofillustration and description. Thus, although there have been describedparticular embodiments of a new and useful invention, it is not intendedthat such references be construed as limitations upon the scope of thisinvention except as set forth in the following claims.

The invention claimed is:
 1. An adaptive video game system comprising: a game server operably linked via a communications network to a game client residing on a user computing device; said game client configured to execute a game program selected by a user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; wherein the game server is configured to obtain at least one or more text strings associated with a user-defined text source; and wherein the game client is configured to dynamically apply one or more text objects as generated via a first set of rules associated at least with the selected game program and based on the obtained one or more text strings, to interact with the specified gameplay objects via a second set of rules associated at least with the selected game program, wherein a first user-defined text source is selectable via the game client with respect to at least a first set of one or more iterations of the game program, and a second user-defined text source comprises at least a first advertisement selected from an ad campaign associated with an ad server, wherein the game client is configured to execute at least a second set of one or more iterations of the selected game program to interact with one or more text objects generated from at least one or more text strings obtained from the at least first advertisement.
 2. The video game system of claim 1, further comprising an ad client configured to enable selection by an associated user of one or more advertisements associated with the ad campaign, the ad campaign to be executed in association with at least one of the one or more game programs further in view of one or more game player profile parameters.
 3. The video game system of claim 2, wherein one or more of the ad server, the game server and the game client are configured to determine the at least first advertisement from the ad campaign based on an identified location of the user computing device upon which the game client resides or one or more game player profile parameters associated with a profile of the game player user associated with the user computing device upon which the game client resides.
 4. The video game system of claim 1, wherein the game client is configured to receive ambient sound data in real time from an audio receiver associated with the user computing device, said ambient sound data associated with a defined trigger for one or more advertisements of the ad campaign, and wherein the game client is configured to execute the at least second set of one or more iterations of the selected game program to interact with one or more text objects generated from at least one or more text strings obtained from the at one or more advertisements associated with the received ambient sound data.
 5. The video game system of claim 1, wherein the game client is configured to dynamically apply, via the second set of rules associated at least with the selected game program, audio elements associated with the text source in time relation with corresponding elements of the generated one or more text objects.
 6. The video game system of claim 1, wherein each of the text objects are parsed into a plurality of sub-text objects, and the game client enables the user to interact with the plurality of sub-text objects to arrive at the corresponding text objects during a game.
 7. The video game system of claim 1, wherein the text source is defined by sampling an audio recording and the game server is configured to: convert audio data received therefrom into the one or more text strings, or identify one or more text strings associated with the audio recording.
 8. A method of adapting video game play on demand, the method comprising: linking a game server via a communications network to a game client residing on a user computing device; executing a game program selected by a user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; enabling selection via the game client of a first user-defined text source with respect to at least a first set of one or more iterations of the game program; enabling selection of a second user-defined text source comprising at least a first advertisement from an ad campaign associated with an ad server; obtaining at least one or more text strings associated with a user-defined text source, one or more of the text strings obtained from the first advertisement; generating, via a first set of rules associated at least with the selected game program, one or more text objects based on the obtained one or more text strings; dynamically applying, via a second set of rules associated at least with the selected game program, the generated one or more text objects to interact with the specified gameplay objects; and executing at least a second set of one or more iterations of the selected game program to interact with one or more text objects generated from the one or more of the text strings obtained from the first advertisement.
 9. The method of claim 8, further comprising enabling selection by an ad client user of one or more advertisements associated with the ad campaign, the ad campaign to be executed in association with at least one of the one or more game programs further in view of one or more game player profile parameters.
 10. The method of claim 9, further comprising determining the at least first advertisement from the ad campaign based on an identified one or more game player profile parameters associated a profile of the game player user associated with the user computing device upon which the game client resides.
 11. The method of claim 8, further comprising: receiving ambient sound data in real time from an audio receiver associated with the user computing device, said ambient sound data associated with a defined trigger for one or more advertisements of the ad campaign, and executing the at least second set of one or more iterations of the selected game program to interact with one or more text objects generated from at least one or more text strings obtained from the at one or more advertisements associated with the received ambient sound data.
 12. The method of claim 8, comprising dynamically applying, via the second set of rules associated at least with the selected game program, audio elements associated with the text source in time relation with corresponding elements of the generated one or more text objects.
 13. The method of claim 8, comprising parsing each of the text objects into a plurality of sub-text objects, and enabling the user to interact with the plurality of sub-text objects to arrive at the corresponding text objects during a game.
 14. The method of claim 8, wherein the text source is defined by sampling an audio recording, the method comprising: converting audio data received therefrom into the one or more text strings, or identifying one or more text strings associated with the audio recording.
 15. An adaptive video game system comprising: a game server operably linked via a communications network to a game client residing on a user computing device associated with a first user; said game client configured to execute a game program selected by the first user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; wherein the game server is configured to obtain at least one or more text strings associated with a user-defined text source, wherein the text source comprises a message delivered from a second user to the first user via a message server; wherein the game client is configured to dynamically apply one or more text objects as generated via a first set of rules associated at least with the selected game program and based on the obtained one or more text strings, to interact with the specified gameplay objects via a second set of rules associated at least with the selected game program; and wherein the game client is configured to execute the game program selected by the first user to interact with the one or more text objects generated from the at least one or more text strings obtained from the message.
 16. The adaptive video game system of claim 15, wherein the game client is configured to dynamically apply, via the second set of rules associated at least with the selected game program, audio elements associated with the text source in time relation with corresponding elements of the generated one or more text objects.
 17. An adaptive video game system comprising: a game server operably linked via a communications network to a game client residing on a user computing device; said game client configured to execute a game program selected by a user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; wherein the game server is configured to obtain at least one or more text strings associated with a user-defined text source; and wherein the game client is configured to dynamically apply one or more text objects as generated via a first set of rules associated at least with the selected game program and based on the obtained one or more text strings, to interact with the specified gameplay objects via a second set of rules associated at least with the selected game program, wherein the game client enables the user to provide the user-defined text source via one or more of an online search engine and a list of available text sources corresponding to an online database linked to the game server.
 18. The adaptive video game system of claim 17, wherein the game client is configured to dynamically apply, via the second set of rules associated at least with the selected game program, audio elements associated with the text source in time relation with corresponding elements of the generated one or more text objects.
 19. A method of adapting video game play on demand, the method comprising: linking a game server via a communications network to a game client residing on a user computing device; delivering a message from a first user to a second user via a message server, the second user being associated with the user computing device having the game client residing therein; executing a game program selected by a user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; obtaining at least one or more text strings associated with a user-defined text source comprising the message and generating, via a first set of rules associated at least with the selected game program, one or more text objects from the at least one or more text strings obtained from the message; and dynamically applying, via a second set of rules associated at least with the selected game program, the generated one or more text objects to interact with the specified gameplay objects.
 20. A method of adapting video game play on demand, the method comprising: linking a game server via a communications network to a game client residing on a user computing device; executing a game program selected by a user from one or more game programs, each of the one or more game programs comprising specified gameplay objects programmed to interact with one or more dynamic text objects; enabling the user to provide a user-defined text source via one or more of an online search engine and a list of available text sources corresponding to an online database linked to the game server; obtaining at least one or more text strings associated with the user-defined text source and generating, via a first set of rules associated at least with the selected game program, one or more text objects based on the obtained one or more text strings; and dynamically applying, via a second set of rules associated at least with the selected game program, the generated one or more text objects to interact with the specified gameplay objects. 